“video game niches: specialization, substitutability and ......the production of video games...
TRANSCRIPT
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“Video Game Niches: Specialization, Substitutability and Strategy”
Benjamin Engelstätter
Zentrum für Europäische Wirtschaftsforschung
Michael R. Ward
University of Texas in Arlington
February, 2011
ABSTRACT
This paper shows how video game publishers’ choice of game release date is affected by the
expected level of competition within the game’s product niche. We identify niches by genre, age-
appropriateness, intended console system, and game quality. First, we document that video game
publishers are highly specialized in each of these dimensions of product differentiation. Thus, one
of the few post-production strategic variables available to publishers is the date on which to
release the title. Second, we show that consumer substitution across games is strongest within each
of these dimensions describing niches. Because sales volumes decay quickly after opening
weekend, at any point in time, a niche will typically be served by few current titles. Thus,
publishers have incentives to avoid releasing during periods of fierce intra-niche competition.
Third, we show that release date appears to be adjusted so that games are released so as to avoid
weeks when its niche is relatively well served.
Keywords: Video Games, Strategy, Niche
JEL Code: D43, L13, L96
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I. Introduction
We examine video game publishers’ strategic use of game release dates so as to maximize
game sales and profits. First, we show that there is supply-side specialization into niches defined
by gaming consoles, game genre and age-appropriateness, i.e., rating of the Entertainment
Software Board (ESRB). Second, we show that most of the demand-side substitution is within
these niches. Much like box offices receipts for movies, game sales decline quickly after their
week of release and are considerably higher when they are more highly rated by consumers and
reviewers. In addition, we show that game sales fall when the other currently popular games are
rated highly or are newer and that these rating and age effects are stronger for competing games
within the same console, genre, or ESRB niche. These market characteristics suggest that
publishers have incentives to strategically avoid release weeks in which there are many high
quality and newer games available within their niche. Finally, we test this strategic release date
hypothesis by estimating a hazard function of the time to a publisher's next release. We find that
game release is delayed when the released game’s niche is ‘saturated’ with more highly rated and
newer games.
Sales of video games have doubled in the past decade in the US to over $10 billion
annually, comparable to first-run movie ticket sales. Overall, video games feature many
characteristics in common with other forms of entertainment such as movies and music. Games are
characterized by a large degree of product variety in game content along multiple dimensions. For
example, horizontal differentiation occurs across game genre, gaming platform, and age
appropriateness of content. Vertical differentiation occurs as some games are generally perceived
to be better than others in terms of quality of game play, realism of graphics and the appeal of the
story narrative. Games depreciate quickly as a gamer will often complete a game within a few
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weeks. Demand for game play drops off considerably after completing a game. Gaming often
entails a degree of a social bandwagon effect in which peers prefer to play and discuss the same
games simultaneously. This can result in some games becoming “blockbusters” seemingly out of
proportion to the reported measures of game quality.
The production of video games similarly shares other features with other entertainment
goods. As with other information goods, they generally exhibit large fixed cost of production and
small marginal cost of duplication. Publishers can invest more in game production so as to develop
a game of higher quality in order to increase game demand, however some of the perceived quality
cannot be anticipated during the game development stage. This makes a portion of the demand for
a game stochastic from the developer’s point of view. In addition, because many games place
different storylines and action points on top of common computer code shared by multiple games,
game production can exhibit substantial economies of scope. However, developers may also have
core competencies (e.g., computer code, graphic images, and story editors) that are relevant to
narrow niches of games (e.g., console operating system, age group of audience, and style of play).
Finally, advances in the underlying computer technology imply that developers must redesign
even core game components from time to time.
Game publishers face a series of strategic decisions at certain junctures. A publisher must
decide what intellectual property and core competencies to develop. This could entail, for
example, developing or outsourcing a physics engine that governs the movement of virtual objects
within the games. The publisher then must decide how to exploit these core competencies by
choosing which specific product attributes to incorporate into a game. This decision usually is
associated with choosing a specific horizontal niche. Similarly, the publisher must decide where in
the quality dimension it wishes to place its game. While there is some uncertainty about how a
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game will ultimately be received, market participants know that gamers value higher quality
content along a number of related dimensions (e.g., graphics, story line, response time, degree of
difficulty, game “balance”, etc.) that require greater ex ante investment. For each game, publishers
must decide to what extent they will vertically integrate into game development versus
outsourcing to third-party developers (Gil and Warzynski, 2010). Most games are developed by
the firm that will eventually publish it. However, the industry has seen some degree of vertical
disintegration as developers have specialized in specific competencies. Once game development is
nearer to completion, publishers decide on the extent of the marketing campaign to support the
game. Up until now, publishers have had some degree of flexibility to alter over the release date
but now must lock in a release date to correspond with the marketing campaign. A publisher may
use current and expected market conditions to choose to delay the release of a game so as to avoid
release dates when the competition within the game’s niche is particularly fierce. Finally,
publishers choose the price for the game. Much like movies and music, there is much less variation
in new game prices than in new game unit sales.
We focus on the game release date decision and how it is affected by expected competition.
Since this decision crucially depends on the importance of specific niches in the video game
market, we first demonstrate the degree to which firms specialize by niche and the degree to which
consumers substitute across and within niches. These analyses imply that releasing a game in a
week when other within-niche games are particularly popular can greatly reduce the game’s
overall sales. Since game sales decline quickly with time on the market, delaying the game release
date by just one or two weeks could greatly increase sales and profits. We find evidence consistent
with strategic publisher behavior so as to avoid the fiercest competition.
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This paper adds to the existing literature in various ways. First, as Williams (2002)
suggests, we document the importance of niches with the incorporation of more product
characteristics, such as age appropriateness, genre, console and quality into our model. Second,
our use of weekly, rather than monthly, sales data better matches the release date strategic decision
as games are usually released for the peak weekend demand. Third, by incorporating both supply
and demand features, we can offer a fuller explanation of various aspects of strategic behavior.
II. Previous Literature
Economic analyses of the video game market have only begun to appear in the last decade.
Clemens and Ohashi (2005) show the importance of indirect network effects between console
adoption and software supply decisions for pricing with their results suggesting that introductory
pricing is an effective practice at the beginning of the product cycle. Expanding software variety,
however, becomes more effective later. In line with that Prieger and Hu (2006) find significant
effects of both price and software variety on video game console demand, suggesting substitutive
effects between price and variety. Liu (2010) proposes a structural model for pricing strategies in
the video game console market and shows that consumer heterogeneity provides incentives to
price skim while network effects lead to penetration pricing. Chao and Derdenger (2011) show
how mixed bundling can help overcome problems associated with new product introductions in
two-sided markets in their application to the portable game console market.
However, besides game and console pricing, game quality is also impacting players’
decisions to buy particular games. Video games tend to be experience goods for which gamers
cannot know their preferences without playing. Zhu and Zhang (2010) use this notion to show that
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consumer reviews of video games are positively related to game sales. In addition, Bounie et al.
(2005) confirm that online customer reviews positively influence purchasing decisions in the video
game industry. Chevalier and Mayzlin (2006) provide supplemental evidence from a different
industry as they show the positive impact of online book reviews on book sales.
Nevertheless, perceived quality and pricing might not be the only driving forces for video
game demand and supply. Thus, Claussen et al. (2010) show that, for the US handheld video game
industry, backward compatibility influences both demand and supply and could be used to sustain
market dominance. Also, video game demand and supply might depend on the release timing of
games as publishers might cannibalize own and competitors’ sales if they launch a specific game
in a time period where it competes for sales with a similar game already released. Grohsjean and
Kretschmar (2008) tackle the behavior of firms in the US gaming industry towards potential
cannibalization and provide evidence that publishers are generally reluctant to cannibalize their
existing success. Gil and Warzynski (2010) show how publisher-developer vertical integration can
affect the quality, and thus sales, of video games. Ohashi (2005) indicates that the ownership
structure of a launched game also matters for cannibalization. His evidence for the US video game
industry suggests that games under joint ownership are released in larger time intervals than those
owned by different publishers.
The academic literature pertaining to video games that is probably the largest investigates
whether video game violence leads gamers to become violent in real life. Meta-analyses by
Anderson and Bushman (2001) and Sherry (2001) analyzed 35 and 30 articles respectively. Later,
Anderson (2004) identified 44 published studies. These laboratory experiments and correlational
studies predominately support increased aggression as suggested by the theory of desensitization.
More recently, Ward (2010) criticized the correlational studies for not incorporating other
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covariates into their analyses that might offer alternative explanations. Also, Ward (2011) and
Cunningham, et al. (2011) examine the issue by linking video game sales to actual violent criminal
behaviors to suggest that laboratory experiments may lack external validity.
III. Data
We have constructed a sample of about one thousand popular console-based video games
released over a four year period from 2005 to 2008. From VGChartz1, we observe the publisher,
the release date, the console it was developed for and its weekly unit sales while it was in the top
50 US sellers. The VGChartz website reports detailed video console game unit sales consistently
from 2005 onwards for several geographic regions including the US. For each game, we append its
rating from the Entertainment Software Rating Board (ESRB).3 The ESRB is a non-profit body
independently assigning technical ratings to each new game which defines the age of the audience
for which the game is appropriate. No other study we are aware of has matched ESRB rating
information to games. Finally, we obtain a measure of game quality from Gamespot,4 a
professional video game rating firm whose staff reviews almost every game launched by rating the
quality of the titles on a scale from 1 to 10 with 10 being the best possible rank. We describe all
databases in more detail in the following.
A. VGChartz
Our primary data source is VGChartz. They report weekly unit sales for each of the top 50
selling video console games in the US on their website that provides a dataset consisting of 1,192
1 See http://www.vgchartz.com
3 See http://www.esrb.com
4 See http://www.gamespot.com
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different titles from 2005 to 2009. The data that were obtained are for games designed for nine
different gaming consoles. However, the sample contains few games for the consoles Game Boy
Advanced, GameCube and Xbox. In order to generate meaningful results, we drop these
observations for our analysis leaving 1,150 games in our sample. The remaining six consoles in
our analysis are Nintendo DS, PlayStation 2 and 3, PlayStation Portable, Wii and Xbox 360.
Overall, the Xbox 360 and Playstation 2 are the most common consoles in our sample featuring
about 24 respectively 20 percent of the games surveyed.
VGChartz also provides the publisher for each game listed. However, a single firm may
have entries that specify a subsidiaries or in-house development groups and teams. To study the
degree of firm specialization, we count games from subsidiaries of publishers as being published
by their parent company resulting in 42 different publishers. The sample includes some large
publishers like, e. g., EA being responsible for publishing more than 200 games and smaller
publishers like, e. g., Valcon or Zoo Games which each have one game in the sample. We also
added information about developers to our sample to identify 208 different developers. As with
publishers, we grouped subsidiaries and in-house teams to their parent developer companies.
Game genres classifications that were obtained from VGChartz were too narrow for the
type of analysis we intend. Instead, we group the genre information into braoder categories based
on the genre definitions from Gamespot6 as described in Egenfeldt-Nielsen et al. (2008). For
example, since the sample contains few racing and adventure games, we grouped racing games in
the sport and action category and group adventure games together with role playing games as they
share similar content. In addition, we include a genre category for music and party games which
6 Overall, there is no standardized principle for defining video game genres making the selection somewhat arbitrary.
However, Gamespot has developed a broad competence in assessing and valuing video games making its genre
definition a suitable choice for our data.
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comprise about one tenth of all games. We group shooter and platform games together as they
feature a distinct gameplay experience compared to other action games. Nevertheless, classifying
games in one specific genre is problematic as some games could easily be categorized in two
different genres, e. g. Mass Effect features action parts as well as role playing aspects. Overall,
about 52 percent of the games of our sample include some sort of action, followed by sports (28
percent) and role playing games (26 percent).
For each game title, we observe weekly unit sales information so long as the game remains
in the top 50 sellers. The week is a natural unit of aggregation as games are typically released for
weekend play. We observe more weeks of data for more popular games that remain among the top
50 sellers for longer. On average, we observe 10 weeks of sales data per game but there is
considerable variation. Figure 1 depicts the distribution of weeks in the top 50 for our data. Almost
all video games in our sample exhibit a strong decline in sales after its release date. Figure 2
depicts this decline for the average game. Finally, there is great variation in the popularity of
different game titles. Figure 3 depicts the distribution of the natural logarithm of unit sales for
initial week after the game’s release.
B. ESRB Rating
The age appropriateness ratings for each game assigned by the ESRB board are E, E10, T,
M7 where E classifies games for everybody, E10 for everyone aged 10 and up, T for teens, M
7 Technically there is also a rating of A for adult content only. However, this rating is rarely applied and covers mostly
games with pornographic content. Our sample does not contain games with this rating.
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games for a mature audience.8 The ESRB is an industry-supported, non-governmental body with
the goal of providing a simple system to inform parents about the content of games their children
may want to play. In this sense, it plays a similar role to Motion Picture Association of America
(MPAA) ratings for movies. We looked up the ESRB ratings and content descriptors for each
game in the sample. Overall, categories with the most games are those suitable for everybody (33
percent) or for teen audiences (34 percent).
C. GameSpot Score
Our measure of game quality derives from the expert review data from the GameSpot
website. Launched in May 1996, GameSpot provides the latest news, reviews, previews and links
to portals for all current platforms. It also includes a list of the most popular games and features a
search engine for users to track down games of interest. Almost every game in our sample was
reviewed by the GameSpot staff which assigned ratings on a scale from 1 to 10. These so called
GameSpot-Scores are intended to provide an at-a-glance sense of the overall quality of the game.
The overall rating we collected is based on evaluations of graphics, sound, gameplay, replay value
and reviewer’s tilt.9 The quality rating of the games can be expected to be positively correlated
with their sales as better-rated games usually are more highly demanded (Zhu and Zhang, 2010).
However, it is possible that some games feature the opposite relationship if they are based on a
popular tie-in from a movie, e. g. the Harry Potter franchise or the Final Fantasy series. Both
8 A detailed description of the mechanism determining the assigning of the ratings can be found in Federal Trade
Commission (2007) or at the ESRB website. 9 Mid 2007 there was a change in the review system of gamespot. Games reviewed based on the new system only get
an overall rating and no detailed rating in each category. However, as each category is still reviewed in detail we do
not consider this change to noticeably affect the overall GameSpot-score.
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publishers and developers know that these games will sell well due to their popular tie-in which
may lower the returns to investment in game quality.
IV. Empirical Analysis and Results
Our data allow us to generate measures of horizontal differentiation (console, genre, ESRB
rating) and vertical differentiation (Gamespot score). These allow us to define niches and measure
within and across niche substitutability. Since we observe many game titles for each publisher, we
can test for scope economies along these multiple dimensions of differentiation. Furthermore,
during any week, we can use sales data to measure how well the industry and each publisher are
serving each niche. We link this niche level sales information to a multi-dimensional state variable
and conjecture that publishers respond to the current values of this state variable.
We first examine the importance of niches in the video game market and then use this
information to investigate strategic use of game release timing to exploit temporal opportunities
within niches. First, we provide evidence of supplier side specialization by: gaming console, game
genre, game age appropriateness, and game quality. Second, we estimate a video game demand
function that provides evidence of greater substitution across games within similar product
attributes defined along these dimensions. Finally, having established that video game niches are
important, we estimate a hazard function for time between a publisher’s game releases to show
that publishers tend to alter the release date of games to avoid periods when the game’s niche is
already saturated with popular games.
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A. Do Game Developers and Publishers Specialize?
As described above, game developers have a number of decisions to make when they
undertake to create a new game. We concentrate on those decisions that represent game product
attributes that are revealed in general measures of product differentiation. The horizontal product
differentiation attributes we consider are: game age appropriateness as measured by ESRB rating,
the gaming console on which the game operates, and the genre of the game. For each developer
with more than 10 games in our sample, table 1 lists the number of games for each possible value
of ESRB, console, and genre measures. For each of these measures, we report 2 test statistics for
the null hypothesis that developers choose attributes independently across games. In all cases, we
strongly reject the null. This provides our first piece of evidence that developers specialize along
these dimensions.
It is possible that game developers specialize because of the technical nature of their stage
in the supply chain. Game publishers’ role does not include these technical tasks, though many
publishers are also vertically integrated into game developing. Table 2 repeats the analysis of
Table 1 for publishers rather than developers. Once again, we strongly reject the null hypothesis
that publishers choose game attributes independently across games.
Game developers and publishers also must decide how much to invest in the overall
“quality” of a game. Quality may be relatively more expensive for some firms than others. A
firm’s typical game specialty might be in producing an expensive to produce, high-quality, best-
seller, or in producing an inexpensive, low-quality, modest-seller, or in anything in between. If so,
the typical quality for a firm could be different from the typical quality for the industry. We test
this by regressing game’s Gamespot Scores on a set of firm dummy variables. Table 3 reports
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these regressions for both developers and publishers. Dummy variables are included for all firms
with more than 10 games in our sample. The left out group then represents the firms with fewer
games. Note that quite a few developers and publishers have average Gamespot Scores that are
significantly different from the left out group. An F-test for the constraint that all dummy variable
coefficients are zero is rejected with a great degree of certainty. In fact, almost all of the
significant coefficients are positive. Since these tend to be the firms that are producing more
games, this suggests that higher quality is learned through experience or that there is increasing
returns to producing quality.
We investigate possible returns to specialization by comparing the effect of the attributes
of the most recent games released by a publisher on the attributes of new games. The first three
columns of table 4 analyze the three measures of horizontal differentiation. For example, column 1
reports the results of a Logit regression where the dependent variable equals one if a game’s ESRB
rating is the same as the ESRB rating of the publisher’s next most recent game. The first
explanatory variable is the fraction of all other games released by the publisher with the same
ESRB rating as the game. Given the results regarding age appropriateness specialization found in
table 2, we expect this to have a positive effect. In addition, we include the fraction of the
publisher’s previous five games with the same ESRB rating. This would be positive if, in addition
to the effect from all games, the most recent experience has even greater influence on game
attributes. Indeed, the estimated coefficient on the past five games is positive and significant for
ESRB ratings and for genres but is not significant for consoles. These results are indicative of a
degree of increasing returns to specialization in horizontal attributes.
In the fourth column, we investigate specialization in vertical attributes with an OLS
regression of a game’s Gamespot score on the publisher’s average Gamespot score and on the
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publisher’s average Gamespot score over the previous five games. The positive and significant
coefficient estimate for the first variable is consistent with the existence of vertical specialization.
However, the lack of significance on the second coefficient estimate fails to confirm increasing
returns to quality specialization.
B. Do Game Consumers Substitute Across Niches?
To identify the importance of niches, we estimate the demand for video games with special
attention to measures of product differentiation and the attributes of currently popular games. As
discussed above, our data includes unit sales but does not include price data. Instead, we exploit
how game quality and age affect game sales. Much like movies and music, the price of video
games appears to bear only a slight association with its popularity. There is anecdotal evidence
that games that are considered to be higher quality sell many more units, all else equal (Zhu and
Zhang, 2010). At the same time, a typical game will have its largest sales in the week of its
release, with unit sales decreasing steadily with weeks since release. Thus, we exploit the variation
in both game quality and the age of video games to identify substitution across games.
We build up a more intricate specification of demand so as to uncover ever more subtle
substitution effects. Eventually, we relate week-to-week sales of a game title to both own game
values of age and quality and to values for competing games where competition comes from other
games with similar horizontal features.
Our basic specification relates sales to its quality and age and the average age and quality
of other current games:
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(1)
where Qual and weeks refer to the own game and AvgQual and Avg Age refer to all other games.
We hypothesize that own is positive and display a pattern as indicated in figure 2. We further
hypothesize that all other current games are substitutes for the current game so that oth is negative
and oth is positive. That is, when other games are better and newer, sales for any one game are
smaller.
Niche related substitution patterns are examined by adding to our basic regression niche
based variables for the age and quality measures for other games. In equation (1), the quality and
age of other games is averaged over all top 50 games currently sold. For both quality and age, we
add three measures in which quality and age variables averaged only over the other games with the
same ESRB rating, the same console, and the same genre.
(
) (2)
where N indexes the niches: ESRB, console and genre. In this specification, we hypothesize that
other current games within these niches are closer substitutes for the current game than are games
outside of these niches implying an additional marginal effect of quality and age within niches
beyond that found in equation (1). This implies that the coefficients, othN and othN
, would be
negative and positive respectively.
Our data set includes weekly sales of the top 50 sellers for 208 weeks. We observe most
games for multiple weeks before they fall from the top 50 sellers. This yields a total of just over
10,000 game by week observations with positive sales. However, a game will continue to have
positive sales even after it drops out of the top 50 sellers. For the subsequent weeks, we observe all
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other covariates and we know that the game’s unit sales are less than the sales of the 50th
most
popular game. We use this information to estimate a Tobit regression in which we include up to 15
additional weekly observations that we assume to be censored at that week’s 50th
most popular
game’s sales. Adding these observations yields a total of a little over 15,000 game by week
observations.
Table 5 reports the results of various specifications of our Tobit model of the determinants
of the natural logarithm of unit sales. For all specifications we account for seasonality with month
dummies, the age of the game since release with week dummies for the first 10 weeks and
quarterly dummies afterward, a secular trend in the increased popularity of video games with a
time trend. These are not reported but are all estimated to be significantly different from zero. In
particular, the age dummies indicate a general decay in sales with time as depicted in figure 2
above. In the first column, we include the game’s Gamespot score as our measure of game quality,
as well as the average Gamespot score and age in weeks of all other games in the top 50 games.
First, as expected, games with higher Gamespot scores have significantly larger unit sales.10
This
effect is large. An increase in the Gamespot score by one standard deviation is associated with
sales increasing by about 150%. Second, lower Gamespot scores for the other top 50 games tends
to increase a game’s unit sales. A one standard deviation decrease in the average of other games is
associated with about a 100% increase in unit sales. Third, competing with older games increases a
game’s sales. An increase in the average age of other popular games by one standard deviation is
associated with almost a 100% increase in unit sales. We view these last two effects as indicating
substitution from other games when they are lower in quality or are older.
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Standard errors are clustered on game title.
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The remaining columns of table 5 explore substitution patterns within and between niches.
This is accomplished by adding variables to the basic specification that average Gamespot scores
and game ages for only competitor games with the same ESRB rating, console, or genre. Since
these variables, by construction, exhibit a degree of coliniarity, we introduce the quality and age
variables both separately and together in columns 2 through 4. We expect even greater substitution
across games that share these attributes. Under this assumption, for games that share attributes,
games that are lower in quality or are older should induce an even larger substitution effect. In
fact, our estimates suggest that they do. Attribute specific Gamespot scores always have an
incremental negative effect on a game’s sales above the effect from all games. These effects are
statistically significant for consoles and, perhaps, genre. Attribute specific age always has an
incremental positive effect on a game’s sales in addition to the effect from all games. These effects
are statistically significant for all three measures of horizontal differentiation. We view this as
evidence that games substitute most with other games with similar attributes. These horizontal
attributes define product niches in which competition is even more fierce.
C. Do Game Publishers Time the Release of Games so as to Avoid Saturated Niches?
The above analysis indicates the importance of product niches. A firm will have a
comparative advantage in a subset of possible product characteristics. Consumers typically
substitute mainly within a subset of product characteristics. Moreover, since the sales of the typical
game decay quickly, the lifecycle of a typical game is fleeting. This implies that a firm releasing
its game during a week when their niche is already relatively well served could lead to much lower
overall sales. Publishers stand to increase their profits considerably by avoiding such opening
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weekends. To the extent that they can, it may be profitable to either speed up the game release date
or delay the release.
We hypothesize that, in the months prior to game release, publishers become aware of the
expected release dates of competitors and so can attempt jump ahead of other game releases in
their niche. Later the information about the quality of these expected releases becomes more firm.
At this time, is may be easier to delay the product launch than to accelerate it. However, the rapid
decay in sales depicted in figures 2 suggests that it may be more profitable to accelerate release
ahead of the competition than to delay and face competition even on the opening weekend. If so,
this would imply that when firms expect new and better games in their niche at their proposed
launch week they more likely to accelerate launch than delay launch.
To test this, we estimate the time between publishers’ game release dates. Because the data
include information about the publisher and the release date for each game, we calculate the time
that has elapsed between the games a publisher releases. Assuming that publishers time their game
releases depending on the current level of satiation in a particular market niche we would expect
that the time span between two released games is influenced by the quality level or game age
prevalent in that certain niche. To test for such strategic timing in release dates we employ survival
analysis of this elapsed time by identifying game release as the appropriate “failure event.” In
order to use methods of survival analysis we need to restructure our data. We describe the
necessary rearrangement of our data and the adopted survival analysis estimation procedures in
detail in the following.
We construct a new endogenous variable suitable for survival analysis which consistently
captures the elapsed time in days between the last game released and the release date of the next
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consecutive game for each publisher in our sample. We only take publishers that have published at
least ten games during our sample period to have a sufficient number of observations available for
each publisher. This leaves us with 1,025 games being launched by 22 different publishers for the
analysis. The elapsed time between two released games from the same publisher varies between 7
and 406 days. We employ the same structural covariates as before for competitor quality and age
as exogenous variables in the survival analysis. Specifically, the covariates include the average
GameSpot-Scores and average age of games in the same niche as defined by ESRB-rating, console
or genre of the game under consideration. We include games from the same publisher as we expect
a publisher to be in reluctant to cannibalize its own sales by releasing a new game in a niche
already filled with his games.
We employ survival analysis techniques to analyze a dependent variable which measures
the time until a certain event occurs. The general form we use is the proportional hazard model,
h(t|xj) = h0(t) exp(xjβx), (3)
In which the hazard of failure is proportional to some initial value. The baseline hazard h0(t) is
time-dependent, but not influenced by the covariates. Therefore, each individual each video game
faces the same baseline hazard. Thus, comparing subject j to subject m, one obtains from the
model
, (4)
the so called hazard ratio. Assuming that the covariates xj and xm do not change over time the
hazard ratio is constant. The semiparametric estimation method proposed by Cox (1972) imposes
no restrictions on the shape of the baseline hazard allowing the baseline hazard to be as flexible as
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possible. In general, this estimation method can also handle time varying covariates. Accordingly,
we rely on the widely established cox regression (Cox 1972) for inference.
The cox regression results are reported in table 6. The four specifications mirror those from
table 5 but we concentrate on the fourth column. In addition to the variables listed, all
specifications also include dummy variables for each publisher. A positive coefficient indicates
that the covariate is associated with a greater chance of ‘failure’ and thus shorter time spans
between game releases and a negative coefficient with longer time spans. Most of the age related
coefficients are not significantly different from zero. However, the coefficient relating to the age
of competing games within the same genre is significant and negative. This is consistent with
publishers choosing to speed up release of their games when they expect other games in the same
genre being released at a similar time, causing the age of competing games to fall. Two of the
three niche related GameSpot Score variables, those for ESRB rating and genre, are negative and
significant. These indicate that when games in these niches are of higher quality, time spans
between games are shorter. This is consistent with publishers choosing to speed up release of their
games when they expect the other games in the same genre or of the same age-appropriateness to
be of higher quality.
IV. Conclusion
While the video game industry is rapidly growing in importance, it is only beginning to be
studied academically. It shares a number of features with other entertainment goods like movies,
music, and books. There is a steady stream of new products. There are substantial upfront costs in
production. Consumers have strong preferences for new releases and consumers have
21
heterogeneous preferences for highly differentiated products. Within this context, one of the many
strategic choices publishers must make is when to release a game.
We demonstrate the importance of product niches to understanding outcomes in this
industry. We also suggest that the form of competition stems from the characteristics embodied in
the games rather than on direct prices. This information indicates that the release date decision
could have large profit implications depending on the level of competition in the publisher’s
product niche. Our results suggest that firms adjust their release dates so as to avoid periods of
fiercest competition.
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24
Figure 1
25
Figure 2
26
Figure 3
27
Table 1. Specialization into Horizontal Niches by Developers
ESRB Console Genre
Developer E
E10
T
M
DS
PS
2
PS
3
PS
P
Wii
X360
Act
ion
Edu/P
uz
Pla
tform
Par
ty
RP
G
Shoote
r
Sport
s
Str
ateg
y
Tota
l
Activision 2 9 50 12 11 13 13 4 10 22 15 0 7 15 14 15 7 0 73
Amaze
Entertainment
3 6 2 0 5 4 0 0 2 0 7 0 2 0 1 1 0 0 11
Capcom 4 2 11 10 7 2 3 7 3 5 7 0 2 1 15 2 0 0 27
EA 110 26 35 13 13 43 33 23 19 53 5 2 2 2 23 13 134 3 184
Harmonix 0 0 14 0 0 5 3 0 2 4 0 0 0 14 0 0 0 0 14
Koei 0 1 12 3 1 1 4 1 0 9 12 0 0 0 3 0 1 0 16
Konami 6 11 4 8 8 8 1 6 4 2 2 2 2 11 9 0 1 2 29
Midway Games 2 0 6 7 0 4 3 1 1 6 6 0 0 0 0 3 6 0 15
Namco Bandai 12 1 9 2 5 2 2 4 6 5 7 4 0 2 5 0 6 0 24
Nintendo 36 6 5 0 30 0 0 0 17 0 1 11 5 8 8 2 6 6 47
Sega 9 4 8 5 2 4 6 0 7 7 5 1 5 1 7 0 7 0 26
Sony Computer
Enterta
23 1 16 7 0 14 11 21 1 0 3 1 1 5 7 8 21 1 47
Square Enix 3 11 8 1 9 5 0 4 2 3 0 1 0 0 16 1 2 3 23
THQ 14 0 6 4 4 7 3 2 1 7 0 0 3 1 4 2 13 1 24
Take-Two
Interactive
28 10 6 13 3 12 10 7 5 20 2 1 0 2 13 1 35 3 57
Ubisoft 8 5 24 16 8 5 10 1 8 21 6 1 2 6 19 12 4 3 53
Warner Bros.
Interact
1 14 1 0 3 2 2 2 3 4 3 0 0 0 13 0 0 0 16
Yuke's 0 0 17 1 0 5 3 3 2 5 0 0 0 0 0 0 18 0 18
Total 261 107 234 102 109 136 107 86 93 173 81 24 31 68 157 60 261 22 704
2
= 404.0 [P=0.00] 2
= 325.3 [P=0.00] 2
= 792.3 [P=0.00]
The sample includes all developers with more than 10 games in the VGChartz data from 2005 through 2008.
28
Table 2. Specialization into Horizontal Niches by Publishers
ESRB Console Genre
E
E10
T
M
DS
PS
2
PS
3
PS
P
Wii
X360
Act
ion
Edu/P
uz
Pla
tform
Par
ty
RP
G
Shoote
r
Sport
s
Str
ateg
y
Tota
l
Activision 6 22 69 11 13 32 14 5 17 27 23 0 9 27 21 18 10 0 108
Atari 4 1 10 4 2 7 2 2 1 5 9 2 0 2 2 3 1 0 19
Atlus 0 3 8 3 7 5 0 0 1 1 3 0 0 1 7 0 0 3 14
Capcom 5 3 12 11 8 2 4 7 5 5 7 0 2 0 19 3 0 0 31
Disney 14 3 8 0 10 5 2 1 4 3 4 3 1 3 12 0 2 0 25
Eidos Interactive 2 1 7 7 2 4 2 2 0 7 0 2 0 0 9 5 0 1 17
EA 120 28 55 17 18 56 35 25 26 60 7 2 4 12 33 18 140 4 220
Koei 0 1 12 0 0 2 3 1 0 7 11 0 0 0 1 0 1 0 13
Konami 2 9 6 12 6 7 2 8 3 3 2 0 2 10 12 0 1 2 29
LucasArts 2 15 15 0 6 8 3 5 4 6 9 1 0 0 15 5 0 2 32
Microsoft 3 3 7 14 0 0 0 0 0 27 1 0 1 3 12 6 3 1 27
Midway Games 6 0 6 10 1 4 4 3 3 7 7 0 0 2 1 6 6 0 22
Namco Bandai 9 2 22 3 4 8 4 8 5 7 14 3 1 2 8 1 7 0 36
Nintendo 64 11 7 0 54 0 0 0 28 0 4 16 8 14 17 4 12 7 82
Sega 15 11 24 12 9 6 11 3 15 18 21 1 10 2 12 2 13 1 62
Sony Comp Ent 30 9 24 14 0 24 21 32 0 0 6 2 7 5 11 17 28 1 77
Square Enix 3 13 17 2 15 6 0 7 3 4 0 0 0 0 29 1 0 5 35
THQ 26 1 25 7 10 16 7 5 5 16 1 0 5 1 13 3 34 2 59
Take-Two 34 10 11 20 5 14 15 6 7 28 6 1 0 2 17 5 41 3 75
Ubisoft 15 10 29 26 14 8 13 2 14 29 8 4 2 8 26 19 10 3 80
Vivendi 3 4 2 8 4 3 2 2 2 4 6 0 2 0 5 3 0 1 17
Warner Bros. 2 6 0 4 2 1 3 1 2 3 0 0 0 0 6 4 2 0 12
Total 365 166 376 185 190 218 147 125 145 267 149 37 54 94 288 123 311 36 1,092
2
= 450.8 [P=0.00] 2
= 571.1 [P=0.00] 2
= 846.6 [P=0.00]
The sample includes all developers with more than 10 games in the VGChartz data from 2005 through 2008.
29
Table 3. Specialization into Vertical Differentiation
Regression of GameSpot Score on Firm Dummies
Developers Publishers
Coef. Std. Err.
Coef. Std. Err.
Activision 0.400 (0.416) Activision 0.556** (0.207)
Amaze
Entertainment 0.804+ (0.437) Atari 0.412 (0.346)
Capcom 1.223* (0.477) Atlus 1.006** (0.376)
EA 0.955* (0.422) Capcom 1.224** (0.277)
Harmonix 1.800** (0.554) Disney -0.340 (0.376)
Koei -0.206 (0.514) Eidos
Interactive 0.293 (0.346)
Konami 0.832+ (0.473) EA 0.829** (0.187)
Midway Games 0.271 (0.527) Koei -0.978** (0.376)
Namco Bandai 0.884+ (0.499) Konami 0.923** (0.283)
Nintendo 1.353** (0.455) LucasArts 0.303 (0.280)
Sega -0.052 (0.485) Microsoft 0.781** (0.294)
Sony Computer
Enterta 1.710** (0.454) Midway
Games -0.358 (0.308)
Square Enix 0.639 (0.485) Namco
Bandai 0.670* (0.277)
THQ 0.484 (0.499) Nintendo 1.060** (0.218)
Take-Two
Interactive 1.150** (0.443) Sega 0.010 (0.233)
Ubisoft 0.963* (0.450) Sony Comp
Ent 1.454** (0.221)
Warner Bros.
Interact 0.531 (0.514) Square Enix 0.866** (0.264)
Yuke's 0.528 (0.504) THQ 0.388 (0.238)
Take-Two 1.004** (0.218)
Ubisoft 0.628** (0.223)
Vivendi 0.124 (0.355)
Warner Bros. -0.063 (0.419)
Constant 6.500** (0.411) Constant 6.563** (0.166)
R2 0.10 0.13
Dummies are for firms if they have more than 10 games in the sample. The constant
term represents the average Gamespot score for the other firms. 1,029 observations
with valid Gamespot scores.
Standard errors in parentheses. ** p<0.01, * p<0.05, + p<0.10.
30
Table 4. Tests of Increasing Returns to Specialization
Logit OLS
VARIABLES
Same
ESRB
As Last
Game
Same
Console
As Last
Game
Same
Genre As
Last
Game
GameSpot
Score
Fraction of All Other Games by
Publisher with Same ESRB
3.227**
(0.417)
Fraction of Previous Five Games
by Publisher with Same ESRB
0.798*
(0.314)
Fraction of All Other Games by
Publisher for Same Console
5.583**
(0.620)
Fraction of Previous Five Games
by Publisher for Same Console
0.972
(0.606)
Fraction of All Other Games by
Publisher for Same Genre
3.117**
(0.592)
Fraction of Previous Five Games
by Publisher for Same Genre
0.951**
(0.328)
Average GameSpot Score for All
Other Games by Publisher
0.754**
(0.112)
Average GameSpot Score for
Previous Five Games by Publisher
0.104
(0.101)
Constant
-1.615** -2.845** -1.428** 1.006+
(0.177) (0.158) (0.226) (0.517)
Observations 959 959 959 839
Robust standard errors in parentheses
** p<0.01, * p<0.05, + p<0.1
31
Table 5. Tobit Regressions of Weekly Units Sold by Game
(1) (2) (3) (4)
Gamespot Score (GSS) 0.716** 0.859** 0.769** 0.920**
(0.165) (0.157) (0.167) (0.160)
GSS for all other games -3.204** -0.921
-1.917**
(0.592) (0.665)
(0.646)
GSS for other games with
same ESRB rating
-0.091
-0.048
(0.146)
(0.144)
GSS for other games for
same console
-0.630**
-0.532**
(0.170)
(0.169)
GSS for other games for
same genre
-0.297*
-0.199
(0.145)
(0.153)
Age in weeks of all other
games 0.064*
-0.010 0.033
(0.026)
(0.027) (0.026)
Age of other games with
same ESRB rating
0.043** 0.036**
(0.013) (0.012)
Age of other games for
same console
0.029** 0.030**
(0.009) (0.009)
Age of other games for
same genre
-0.033** -0.030**
(0.010) (0.010)
Observations 15,674 15,506 15,506 15,506
All regressions also include month dummy variables, a time trend and dummy
variables for weeks on the market from one to ten and quarters on the market for
two through four. Robust standard errors in parentheses.
** p<0.01, * p<0.05, + p<0.1
32
Table 6. Cox Regressions of Weeks until Publishers Next Game Release
(1) (2) (3) (4)
Gamespot Score (GSS) 0.033 0.041+ 0.025 0.028
(0.023) (0.023) (0.023) (0.023)
GSS for all other games -0.000
0.012** 0.013**
(0.004)
(0.004) (0.005)
GSS for other games with
-0.010** -0.011**
same ESRB rating
(0.002) (0.002)
GSS for other games for
0.000 0.000
same console
(0.002) (0.002)
GSS for other games for
-0.012** -0.012**
same genre
(0.003) (0.003)
Age in weeks of all other -0.217 -0.147
0.083
games (0.147) (0.163)
(0.171)
Age of other games with
0.030
0.042
same ESRB rating
(0.035)
(0.036)
Age of other games for
-0.026
-0.048
same console
(0.034)
(0.032)
Age of other games for
-0.057*
-0.082**
same genre
(0.029)
(0.029)
Observations 5,892 5,740 5,740 5,740
All regressions also include month and publisher dummy variables. Robust standard
errors in parentheses.
** p<0.01, * p<0.05, + p<0.1